/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * */ #include "bladerunner/script/scene_script.h" namespace BladeRunner { void SceneScriptBB03::InitializeScene() { Setup_Scene_Information(20.0f, 60.16f, 0.0f, 0); Game_Flag_Reset(kFlagBB02toBB03); if (Game_Flag_Query(kFlagBB04toBB03)) { Setup_Scene_Information(176.0f, 60.16f, 0.0f, 900); } if (Game_Flag_Query(kFlagBB05toBB03)) { Setup_Scene_Information(204.0f, 60.16f, -164.0f, 740); } Scene_Exit_Add_2D_Exit(0, 589, 0, 639, 479, 1); Scene_Exit_Add_2D_Exit(1, 167, 372, 439, 479, 2); Scene_Exit_Add_2D_Exit(2, 451, 115, 547, 320, 1); Ambient_Sounds_Add_Looping_Sound(kSfxCTRAIN1, 20, 0, 1); Ambient_Sounds_Add_Looping_Sound(kSfxRAINAWN1, 40, 0, 1); Ambient_Sounds_Add_Looping_Sound(kSfxCTRUNOFF, 34, 100, 1); Ambient_Sounds_Add_Sound(kSfxSCARY4, 2, 180, 14, 16, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(kSfxSCARY5, 2, 180, 14, 16, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(kSfxSCARY6, 2, 180, 14, 16, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(kSfxSCARY7, 2, 180, 14, 16, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(kSfxBBGRN1, 5, 50, 17, 27, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(kSfxBBGRN2, 5, 50, 17, 27, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(kSfxBBGRN3, 5, 50, 17, 27, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(kSfxBBMOVE1, 5, 50, 17, 27, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(kSfxBBMOVE2, 5, 50, 17, 27, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(kSfxBBMOVE3, 5, 50, 17, 27, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(kSfxHAUNT1, 5, 50, 17, 27, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(kSfxHAUNT2, 5, 50, 17, 27, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(kSfxPSDOOR1, 5, 50, 17, 17, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(kSfxPSDOOR2, 5, 50, 17, 17, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(kSfxTHNDER2, 5, 180, 25, 25, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(kSfxTHNDER3, 5, 180, 25, 25, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(kSfxTHNDER4, 5, 180, 25, 25, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(kSfxSWEEP2, 5, 80, 20, 20, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(kSfxSWEEP3, 5, 80, 20, 20, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(kSfxSWEEP4, 5, 80, 20, 20, -100, 100, -101, -101, 0, 0); } void SceneScriptBB03::SceneLoaded() { Obstacle_Object("BACKWALL", true); Unobstacle_Object("BOX08", true); } bool SceneScriptBB03::MouseClick(int x, int y) { return false; } bool SceneScriptBB03::ClickedOn3DObject(const char *objectName, bool a2) { return false; } bool SceneScriptBB03::ClickedOnActor(int actorId) { return false; } bool SceneScriptBB03::ClickedOnItem(int itemId, bool a2) { return false; } bool SceneScriptBB03::ClickedOnExit(int exitId) { if (exitId == 0) { if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, 176.0f, 60.16f, -64.0f, 0, true, false, 0)) { Loop_Actor_Walk_To_XYZ(kActorMcCoy, 176.0f, 60.16f, 0.0f, 0, false, false, 0); Game_Flag_Set(kFlagBB03toBB04); Ambient_Sounds_Remove_All_Non_Looping_Sounds(true); Ambient_Sounds_Remove_All_Looping_Sounds(1); Set_Enter(kSetBB02_BB04_BB06_BB51, kSceneBB04); } return true; } if (exitId == 1) { if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, 20.0f, 60.16f, 0.0f, 0, true, false, 0)) { Game_Flag_Set(kFlagBB03toBB02); Ambient_Sounds_Remove_All_Non_Looping_Sounds(true); Ambient_Sounds_Remove_All_Looping_Sounds(1); Set_Enter(kSetBB02_BB04_BB06_BB51, kSceneBB02); } return true; } if (exitId == 2) { if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, 204.0f, 60.16f, -164.0f, 0, true, false, 0)) { if (Global_Variable_Query(kVariableChapter) < 4) { if (Actor_Query_Goal_Number(kActorSebastian) == 200) { Actor_Says(kActorSebastian, 70, kAnimationModeTalk); Actor_Says(kActorMcCoy, 7010, 13); Actor_Says(kActorSebastian, 80, kAnimationModeTalk); Actor_Says(kActorMcCoy, 7015, 12); Actor_Says(kActorSebastian, 90, kAnimationModeTalk); Actor_Says(kActorMcCoy, 7020, 14); Actor_Says(kActorSebastian, 100, kAnimationModeTalk); Actor_Says(kActorMcCoy, 7025, 15); Actor_Says(kActorSebastian, 110, kAnimationModeTalk); Actor_Set_Targetable(kActorBryant, false); Actor_Set_Targetable(kActorGeneralDoll, false); } Game_Flag_Set(kFlagBB03toBB05); Ambient_Sounds_Remove_All_Non_Looping_Sounds(true); Ambient_Sounds_Remove_All_Looping_Sounds(1); Set_Enter(kSetBB05, kSceneBB05); } else { Actor_Says(kActorMcCoy, 8522, kAnimationModeTalk); } } return true; } return false; } bool SceneScriptBB03::ClickedOn2DRegion(int region) { return false; } void SceneScriptBB03::SceneFrameAdvanced(int frame) { } void SceneScriptBB03::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) { } void SceneScriptBB03::PlayerWalkedIn() { if (Game_Flag_Query(kFlagBB05toBB03)) { Loop_Actor_Walk_To_XYZ(kActorMcCoy, 164.0f, 60.16f, -164.0f, 0, false, false, 0); Game_Flag_Reset(kFlagBB05toBB03); } if (Game_Flag_Query(kFlagBB04toBB03)) { Loop_Actor_Walk_To_XYZ(kActorMcCoy, 176.0f, 60.16f, -64.0f, 0, false, false, 0); Game_Flag_Reset(kFlagBB04toBB03); } } void SceneScriptBB03::PlayerWalkedOut() { } void SceneScriptBB03::DialogueQueueFlushed(int a1) { } } // End of namespace BladeRunner